At the time of making this film, the year 2000, computer games represented a $6 billion a year industry, and one out of every ten households in the United States owned a Sony Playstation—numbers that have no-doubt since skyrocketed. Back then, children played an average of ten hours per week—a stat also since to have increased today—and yet, despite capturing the attention of millions of these kids, video games remain one of the least scrutinized cultural industries. Game Over seeks to address this fastest growing segment of the media, through engaging questions of gender, race and violence. Game Over offers a much needed dialogue about the complex and controversial topic of video game violence, and is designed to encourage viewers to think critically about the games they play.
This film examines the forces of culture influencing young people’s decisions about sex: media, family, religion, alcohol, and so on. By examining the cultural environment in this way, this film becomes a tool for facilitating informed discussions about the myriad influences facing young people. Filmmaker Dan Habib features the stories of eight young people, ages 16-24, and weaves them with observations about the messages young people get from popular culture.
Slim Hopes shows how the stories advertising tells us about food, femininity, and the female body directly contribute to anorexia, bulimia, and other life-threatening eating disorders. From ads that glamorise emotional eating with catch-phrases like “you can never have too much,” to ads that promote thinness and tell women to watch what they eat, Slim Hopes takes the advertising industry to task for sending young women in particular, a set of deeply contradictory and unhealthy messages about food and body image.
By addressing the question of violence and the media from a number of different angles, The Killing Screens presents a comprehensive view on how to think about the effects of the media environment in new and complex ways. In contrast to the relatively simplistic behaviourist model, that “media violence causes real-world violence,” renowned media scholar and researcher George Gerbner shows us how to think about the psychological, political, social, and developmental impacts of growing up and living within a cultural environment of pervasive violent imagery and narratives. What are some of the impacts of this culture and what can be done about it?
The filmmaker questions her sister, herself and others about the dreams and hopes they had growing up as girls in contrast to the reality they now face as women. Interviewees include a former Miss California contestant, a judge, a banker, an electrician, a secretary, and adolescent girls. They talk about childhood, athletics, careers, motherhood, body image, sexual assault and self-esteem. Made nearly 30 years ago, this film documents a growing awareness of issues affecting women. But have things changed today?
Thalidomide: The Ninety-Eight We Forgot follows a four-year investigation on behalf of a group of children damaged at birth by the drug Thalidomide which was introduced in the late 1950s to treat morning sickness and to aid sleep. The drug caused birth deformities, such as phocomelia, with more than 10,000 children in 46 countries born with deformities. This film investigates why a group of people are excluded from compensation from the effects of Thalidomide by various legal proceedings—still relevant today in the context of how the legal system continues to protect corporations at the expense of life itself.